* Allow 'No Impact Debris' to also apply to explosions
The ship/subsystem flag `no impact debris` prevents the default debris shards from spawning, which is very valuable especially now that impact effects can be completely customized via the -particles table. Now that particle effects are also an option for ship and subsystems explosions, it is also invaluable to have the ability to turn off the spawning of shards when either of those explosions happen.
This PR uses the same flag of `no impact debris` and simply does not spawn the default shards for ship explosions or subsystem explosions of that flag is enabled. I thought about adding two new flags, but that would add to the flag clutter, and most folks who use these flags to turn off impacts I would estimate also want them off for actual explosions. Also, a new flag called `no explosion debris` would likely be confusing, so if a new flag were to be added it should be called something like `no default explosion debris shards` or something. Overall I've opted with the simpler and cleaner solution to just have it all under the impact flags. If two new flags are desired though I can easily add them.
Tested and works as expected.
* throw clang a bone
* use two different flags
* update flag name
* typo and logic fix
* allow custom generic debris to always work
* update to better methods
* cleanup logic
* clang
With the `$Damage Impacted Subsystem First:` game_settings flag, weapons will damage submodels over subsystems, even if the subsystem is closer. Yet occasionally this is not the correct behavior (e.g. for the Rahu's engines). The new subsystem flag allows this behavior to be selectively overridden.
Use a simpler, more robust, and more correct method of sharing the fire direction among beams: replicate the actual beam vector for all firing points. This further cleans up and simplifies the beam firing code and also clarifies some vector math.
* Add Subsystem Flag to Hide Turrets from Ship Loadout Stats
The statistics summary window in the ship loadout editor shows various aspects and stats of the selected ship. These can be toggled and customized through the ships table, but one line is actually autogenerated, `+Turrets`. This is unideal for certain ships, especially those which use turrets on ships in non-standard ways (for example having an AI controlled turret which shoots bombs). In these cases, the turrets are not actual turrets, and it is confusing for players seeing that there is a turret on the ship in the loadout editor. (I can give more detailed examples using FotG if needed).
This PR adds a subsystem flag which allows the modders to hide a turret subsystem so it is not counted in the auto generation of the `Turrets` summary line. (As a slight cleanup I also removed cleaned up the whitespace formatting on a nearby, but unrelated line).
* sync names
* fix renaming
Mostly renaming of fields and functions, and moving some modelread sections into functions. This reorganization will put the code on a better footing for the model translation feature. No model translation code is included yet, and there should be no change in functionality.
1) Changes the submodel flags to use a flagset instead of several booleans
2) Adds `rotate_accel` to allow submodel rotation acceleration to be specified
Submodel acceleration can now be instant; dumb-rotating submodels always instantly accelerate (and have always done so)
This adds the "no sparks" flag for subsystems which disables the
generation of spark sources for that subsystem when it is hit.
This was requested by Axem.
This introduces a new mechanism for handling bit flags. Instead of using an int (or two, or three) to write bits into, this uses the std::bitset in a wrapper class that accepts an enum class as input. This means that certain classes of errors we've had a few of in the engine, where a coder used the wrong set of flags or checked them against the wrong variable (SF_STEALTH vs SIF_STEALTH, for example) can now be detected at a compiler level rather than not at all.